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Dice Mob Home > Dice Mob Rules > Skills in General
Standards for Items
As we've mentioned before, items are just skills that can be added or dropped. They are not limited by skill points or the character's mana reserves. Instead they have different limitations.
Firstly, items are limited by what the GM has placed in their environment for the character's to attain. Whereas a character can choose from any number of skills using their skill points, not every shop has every imaginable item with any and every imaginable skill known to exist. Indeed it is generally frowned upon for characters to attain skills from items by purchasing them except as pre-ordained by the GM as part of the campaign. Characters can collect money during campaigns, be it gold pieces, dollars and cents, or federated credits, but Dice Mob really doesn't have much of a way of spending that money unless the GM creates ways of doing so. The only exception to this is that a character can have a non-magical version of any of the items in the Items section including items like backpacks which increase the encumbrance limit without spending any money to do so. If a GM wishes to do so, they can assign money amounts to everything in there, but it isn't necessary and doesn't generally help any campaign to be better and is thus generally discouraged.
Secondly, items are limited by the encumbrance limits of the character collecting them. Unlike a character's skills which all require either no mana, one mana, or some mana based on the degree required to use the skill, mana in items is handled differently, even though it is based on a standard skill which requires mana. We'll cover that shortly.
Thirdly items themselves do they have the ability to perform some skill non-proficiently even if the skill is a non-proficient skill. A sword doesn't get “two for trying” though a character wielding a sword would. A sword wouldn't be able to do first aid or climbing either nor would it aid in such unless it specifically had the power to do so. And even if it did have the power to do so, items don't generally move on their own and thus only combine their skills with those of the character using them.
Fourthly, items don't have an experience level. Experience levels aren't generally as important as the degree of a skill, but they can be important in determining area of effect, distance, and duration of a skill. In such cases, we will assign an experience level based on the skill degree of the item.
Mana with Items
Indeed, when it comes to items, they are generally either considered to have one use, like a potion or a scroll, or they have infinite uses, like a magical sword. At the GM's discretion, items like wands, staves, or articles of jewelry could have a limited number of “charges” places on them.
